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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-07-22 23:19:19 +02:00

Launcher improvements

Launcher windows are more Starter-like now:
- The scenery picker, vehicle list and keymapper buttons are now tied to the top portion of the screen.
- The current window is spanning the entire rest of the screen.
- Scenarios are now grouped into categories in the exact same way as Starter does.
- Some drawbacks include:
  - Currently you cannot edit the current trainset, as the vehicle picker window overwrites the scenario list window.
  - The GUI doesn't update when the screen resolution is changed.
This commit is contained in:
jakubg1
2025-09-09 16:40:04 +02:00
parent 22c0aed82d
commit c217081823
12 changed files with 335 additions and 334 deletions

115
uilayer.h
View File

@@ -10,8 +10,8 @@ http://mozilla.org/MPL/2.0/.
#pragma once
#include <string>
#include <utility>
#include "Texture.h"
#include "translation.h"
#include "widgets/popup.h"
// GuiLayer -- basic user interface class. draws requested information on top of openGL screen
@@ -20,7 +20,7 @@ class ui_panel {
public:
// constructor
ui_panel( std::string const &Identifier, bool const Isopen );
ui_panel( std::string Identifier, bool Isopen );
virtual ~ui_panel() = default;
// methods
virtual void update() {};
@@ -29,23 +29,21 @@ public:
// temporary access
// types
struct text_line {
std::string data;
glm::vec4 color;
text_line( std::string const &Data, glm::vec4 const &Color)
: data(Data), color(Color)
{}
text_line( std::string const &Data, glm::vec4 const &Color) : data(Data), color(Color) {}
};
// members
std::string title;
bool is_open;
glm::ivec2 pos { -1, -1 };
glm::ivec2 size { -1, -1 };
glm::ivec2 size_min { -1, -1 };
glm::ivec2 size_max { -1, -1 };
std::deque<text_line> text_lines;
int window_flags = -1;
bool no_title_bar = false;
const std::string& name() { return m_name; }
void register_popup(std::unique_ptr<ui::popup> &&popup);
@@ -59,19 +57,16 @@ protected:
class ui_expandable_panel : public ui_panel {
public:
using ui_panel::ui_panel;
bool is_expanded { false };
void render_contents() override;
};
class ui_log_panel : public ui_panel {
using ui_panel::ui_panel;
void render_contents() override;
};
class ImFont;
struct ImFont;
class ui_layer {
public:
@@ -81,68 +76,38 @@ public:
virtual ~ui_layer();
// methods
static
bool
init( GLFWwindow *Window );
static
void
imgui_style();
static bool init( GLFWwindow *Window );
static void imgui_style();
// assign texturing hardware unit
static
void
set_unit( GLint const Textureunit ) { m_textureunit = GL_TEXTURE0 + Textureunit; }
static
void
shutdown();
static void set_unit( GLint const Textureunit ) { m_textureunit = GL_TEXTURE0 + Textureunit; }
static void shutdown();
// potentially processes provided input key. returns: true if the input was processed, false otherwise
virtual
bool
on_key( int const Key, int const Action );
virtual bool on_key( int Key, int Action );
// potentially processes provided mouse movement. returns: true if the input was processed, false otherwise
virtual
bool
on_cursor_pos( double const Horizontal, double const Vertical );
virtual bool on_cursor_pos( double Horizontal, double Vertical );
// potentially processes provided mouse button. returns: true if the input was processed, false otherwise
virtual
bool
on_mouse_button( int const Button, int const Action );
virtual bool on_mouse_button( int Button, int Action );
// updates state of UI elements
virtual
void
update();
virtual void update();
// draws requested UI elements
void
render();
static void
render_internal();
void render();
static void render_internal();
// begins new UI frame
// (this is separate from render() to allow for debug GUI outside of proper UI framework)
void
begin_ui_frame();
static void
begin_ui_frame_internal();
void begin_ui_frame();
static void begin_ui_frame_internal();
//
static
void
set_cursor( int const Mode );
static void set_cursor( int Mode );
// stores operation progress
void
set_progress( float const Progress = 0.0f, float const Subtaskprogress = 0.0f );
void
set_progress( std::string const &Text ) { m_progresstext = Text; }
void set_progress( float Progress = 0.0f, float Subtaskprogress = 0.0f );
void set_progress( std::string const &Text ) { m_progresstext = Text; }
// sets the ui background texture, if any
void
set_background( std::string const &Filename = "" );
void
set_tooltip( std::string const &Tooltip ) { m_tooltip = Tooltip; }
void
clear_panels();
void
add_external_panel( ui_panel *Panel ) { m_panels.emplace_back( Panel ); }
void
add_owned_panel( ui_panel *Panel );
void set_background( std::string const &Filename = "" );
void set_tooltip( std::string const &Tooltip ) { m_tooltip = Tooltip; }
void clear_panels();
void add_external_panel( ui_panel *Panel ) { m_panels.emplace_back( Panel ); }
void add_owned_panel( ui_panel *Panel );
// callback functions for imgui input
// returns true if input is consumed
@@ -158,35 +123,27 @@ protected:
// members
static GLFWwindow *m_window;
static ImGuiIO *m_imguiio;
static bool m_cursorvisible;
static bool m_cursorvisible;
void load_random_background();
virtual void render_menu_contents();
ui_log_panel m_logpanel { "Log", true };
bool m_suppress_menu = false; // if `true`, the menu at the top of the window will not be present
private:
private:
// methods
// render() subclass details
virtual
void
render_() {};
virtual void render_() {};
// draws background quad with specified earlier texture
void
render_background();
void render_background();
// draws a progress bar in defined earlier state
void
render_progress();
void
render_tooltip();
void render_progress();
void render_tooltip();
void render_panels();
void render_menu();
void render_quit_widget();
void render_menu();
void render_quit_widget();
// draws a quad between coordinates x,y and z,w with uv-coordinates spanning 0-1
void
quad( glm::vec4 const &Coordinates, glm::vec4 const &Color );
void quad( glm::vec4 const &Coordinates, glm::vec4 const &Color );
// members
static GLint m_textureunit;